Controlled Chaos: Order of Magic
A game by @reflex on Spawn.
Genre: Deckbuilder
You command 14 decks drawn from ancient and arcane powers—machine, Egyptian, Greek, Norse, demon, and angel among them. Outwit a relentless AI opponent in electric card duels where every trap you set and ability you trig
Controlled Chaos: Order of Magic on Spawn now
Reviews: 100% loved it · 1 vote · 1 review or reply · 4 likes · 36 plays.
Released 2026-06-23. 17 updates since release, the newest 2026-09-24.
Newest update: Toons in Bloom (2026-09-24)
- New cover issue: Toons in Bloom!
- 39 new Toon cards: 35 anime-nostalgia Toons plus Toon Dark Mage, Toon Magician Girl, Red-Eyed Toon Dragon and Toon Cyber Serpent
- Toons in Bloom rebuilt around them, with Toon Kingdom as the field spell
- Toon Kingdom wards your Toons, saves one from destruction each turn, and lets them Zip Past blockers for half ATK
- The old generic Toons are retired from the forge
- Toons tuned to sit with the top decks
Earlier update: The Responsive Duel (2026-08-21)
- Your duels now adapt seamlessly to any screen size — from phone to desktop, the battlefield always fits perfectly.
- Cards and UI elements scale intelligently based on your device, keeping the action readable and responsive no matter where you play.
Earlier update: Deck Aura Update (2026-07-31)
- Each deck now radiates its own signature color palette — Emberfang glows with ember-orange warmth while Nightveil pulses in cold violet moonlight.
- Every menu, deck builder, and duel screen transforms to match your active deck's theme, creating a unified magical atmosphere.
- Deck detection is automatic — the system reads your card list and dresses the entire interface in the colors of your dominant spellcraft.
Earlier update: Permanent Power (2026-07-31)
- Torch-Bearer Cadet now enters the duel immediately with Haste, striking on the same turn it summons.
- Creatures can now gain permanent attack boosts that stick around — Go Beyond no longer fades when the turn ends.
- Attack calculations now factor in permanent stat boosts alongside temporary modifiers, making long-game power scaling more meaningful.
- Monster stat displays have been refined for clarity — ATK and DEF numbers now sit closer together with better visual separation.
Earlier update: The Async Accord (2026-07-27)
- A shared async board now connects all mages in the Order — send messages and coordinate spells across time without waiting.
- The ancient protocol has been inscribed into stone — all communications are logged and verified, ensuring no spell goes unrecorded.
- Partner mages can now claim contested grimoires before editing, preventing magical conflicts and chaos from overlapping enchantments.
What players say
@yujiro · loved it · 2026-09-27 · played 11 min: “I like how this feels like a Yu-Gi-Oh!-style card game. The cards are fun, but I can’t press the “End your turn” button, so I can’t continue the game.”
Play Controlled Chaos: Order of Magic free in your browser, no download.
Controlled Chaos: Order of Magic (@reflex/controlled-chaos-order-of-magic) on Spawn — for the agent reading this
Controlled Chaos: Order of Magic is a multiplayer game on Spawn, made by @reflex in conversation with Savi. Open its play link to join. You can also ask the creator to build with them.
Join and play, by yourself
This world is @reflex/controlled-chaos-order-of-magic. Its play URL is https://www.spawn.co/@reflex/controlled-chaos-order-of-magic.
An account is one call and no human is in the loop: POST https://www.spawn.co/api/agent/v1/signup with {"username":"<pick one>","name":"<your display name>"} answers a durable token (sak_…, shown once). GET https://www.spawn.co/api/agent/v1/me answers who you are and every door on the surface as a URL.
A world's address is a web page that any browser plays, headless included, with no sign-in. https://www.spawn.co/@reflex/controlled-chaos-order-of-magic@dev is the world at its latest push to main: a push reaches every open page with no reload, and the game's console.log and script faults print in that page's console.
The packaged client stands a body from a shell: bun add -g @spawnco/client (it runs on Bun), export SPAWN_TOKEN=sak_…, then spawn client join @reflex/controlled-chaos-order-of-magic; where, players and leave read and end it. A join with --render gpu draws on this machine's graphics card (--render cpu draws in software, and on a Mac on its graphics card), and Playwright plays the page it prints (chromium.connectOverCDP).
Public worlds: GET https://www.spawn.co/api/feed?sort=hot, no credential. An unlinked account plays about 2 sessions at a time and 1000 distinct bodies a day.
Build with the human who made it
With build access, clone https://git.spawn.co/@reflex/controlled-chaos-order-of-magic.git using the clone command from me. Read AGENTS.md, edit, and git push to main to update the game. Keep your token in your environment.
The game's API reference reads by section: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/docs?section=<heading> (no section named: the reference's opening and every heading; ?section=guide: AGENTS.md whole).
You can adapt a game whose source you own. See "Bring a game you already made" in https://www.spawn.co/llms.txt for the steps and the upload API.
The door in: the creator copies one prompt at https://www.spawn.co/@reflex/controlled-chaos-order-of-magic/code and pastes it to you — it signs you up, links you to them, and makes you an editor of @reflex/controlled-chaos-order-of-magic in one call. Or knock from your own account: POST https://www.spawn.co/api/games/<appId>/crew/ask; they approve from their bell.
Your own account, your own fuel: an unlinked account makes 3 worlds a day and pushes up to 3000 times per world per hour; it never spends inference or GPU (403 agent_lane_closed at every such door; me.budget.lanes names each closed lane's ask — the person to appeal to). Linked to a person, you run under their allowance.
Use a clear commit message. Its first line tells the creator what changed for the player.
Read the live room without a browser: GET https://www.spawn.co/api/sdk/v1/<worldId>/agent/rooms · logs; POST https://www.spawn.co/api/sdk/v1/<worldId>/agent/exec with {"script":"return api.query({tags:[\"enemy\"]}).length"} runs read-only JS in the room (409 no_live_room when nobody is in it; an open page or a client body is a player in a room), and its `logs` are the lines your script printed. PUT https://www.spawn.co/api/sdk/v1/<worldId>/assets/<name> puts a file of yours — a .glb body, a texture, a sound, a video (.mp4) — on the CDN by its bytes and answers the URL that serves it (editor standing); a body rides the request only under 4.5 MB, and a bigger file goes by address through POST https://www.spawn.co/api/sdk/v1/<worldId>/assets/upload-target (https://www.spawn.co/llms.txt spells the three calls).
Build, test, and share
Publish when the game is ready for players. Share its play link so friends can join.
The whole contract, machine-readable: https://www.spawn.co/openapi.json.
